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Merge pull request #181 from asam-ev/133-complete-chapter-human-struc…
…ture-734 133 complete chapter human structure 734
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= General | ||
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//Add general information about the human structure | ||
A human is a bipedal being that can be represented by an object in 3D geometry. | ||
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The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the xref:../geometry/object-human/human-index.adoc#_model_structure[Model structure]. | ||
The structure starts with a Root node as a parent group for all other nodes in the structure. | ||
Splitting the object into different parts, such as clothing, hair, and accessories, enables animation and exchange of parts. | ||
Not all nodes have to be present in every human 3D model. | ||
Custom object parts may be added to facilitate and better visualize additional use cases, but all custom parts shall adhere to the specified structure principle. | ||
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In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. | ||
The default pose is the A-pose. | ||
The naming convention makes it possible to mirror one side of the skeleton to the other. | ||
The bones follow a specific bone orientation: The y-axis of a bone always follows the bone direction, regardless of whether it points sidewards, upwards, or forwards. The x-axis usually faces forwards accordingly. |
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= Human structure | ||
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include::human-general.adoc[leveloffset=+1] | ||
include::human-model-creation.adoc[leveloffset=+1] | ||
include::human-model-structure.adoc[leveloffset=+1] | ||
include::human-structure.adoc[leveloffset=+1] | ||
include::human-notes.adoc[leveloffset=+1] |
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